Finding Nemo

On the Run at Drums and ATC

by Tim Weber, Colby Street Irregulars


Those individuals fortunate enough to be at Drums 5 on Friday night were able to see the latest Colby basement game unfold: Finding Nemo. It is a game that combines Colby-style Colonials, science fiction, and Where's Waldo.

With four troop ships, lots of jungle, a working volcano, Nemo's underground lab, and over 500 25mm figures, it was a real site to see and play. Just ask Tom Dz about flying the U.S. Rocketmen to the escarpment. Or ask Brian O'Leary how it felt to have three in his unit attacked and gored by one of his own men, who'd earlier been transformed into a rhino by a trip through Nemo's stargate.

It was a typical, Colby style game of combat, mayhem, and death. The vigilant colonials had dodged Nemotoads, mutant lizards, a variety of fauna, and were able to breach Capt. Nemo's secret laboratory. Once inside, they failed to choose the correct door to the Captain's study from Monte Hall's trio of choices and thus giving the Captain the opportunity to escape their grasp.

Finding Nemo will be presented at ATC in September. A smaller, more travel-friendly version, of course. This scenario will find the colonial forces racing from the escarpment to their transport ships offshore, while chasing the escaping Capt. Nemo. They will, of course, have to face the perils of travel on Volcania, again...


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